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Nico de Poel b5334fcbe4 Added FMOD libraries for PS4 with the correct version and including the static stub libraries this time. Updated the engine project to link against these libraries. 5 years ago
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Data Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid. 5 years ago
Game Simplified call to create world material, which is just one method now that takes surface flags. The implementation will figure out which template material to use. 5 years ago
Modules Use ref when passing structs by pointer through P/Invoke. This fixes positions and angles not being updated correctly in 32-bit builds. This was not a problem in 64-bit mode (probably because an entire vec3_t fits into a single register and the call is optimized as such) but it is in 32-bit mode. 5 years ago
Support Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid. 5 years ago
AudioManager.cs Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used. 5 years ago
AudioManager.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
Bootstrap.cs Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers. 5 years ago
Bootstrap.cs.meta Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago
CallbackHandler.cs Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
CallbackHandler.cs.meta Moved all of the callbacks interop code into a separate class with a base class for some common abstractions. Allows for better organization of callbacks as the list grows. 5 years ago
ConsoleTest.cs Allow console test scene to control the base game that is being used 5 years ago
ConsoleTest.cs.meta Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works. 5 years ago
Data.meta Some renaming and reorganization 5 years ago
Game.meta First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets. 5 years ago
Layers.cs Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers. 5 years ago
Layers.cs.meta Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade 5 years ago
Modules.meta Some renaming and reorganization 5 years ago
QuakeParms.cs Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
QuakeParms.cs.meta More code organization; putting QuakeParms in its own file and encapsulating the nitty gritty unmanaged code details, to make things overall more readable. 5 years ago
QuakeTextMarshaler.cs Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
QuakeTextMarshaler.cs.meta Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
Support.meta Moved some files around 5 years ago
SystemLibrary.cs Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well! 5 years ago
SystemLibrary.cs.meta Reworked library loading so that the native DLL and its functions are now loaded dynamically using native LoadLibrary/GetProcAddress calls and can be freed again with FreeLibrary. This allows the library to be unloaded while in the Unity Editor, making iteration on native code easier, and it's a first step on the way to loading multiple Quake instances simultaneously. 5 years ago
UniQuake.Interop.cs Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works. 5 years ago
UniQuake.Interop.cs.meta Split off native interop code for the main UniQuake class into a separate partial class file as well 5 years ago
UniQuake.cs Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well! 5 years ago
UniQuake.cs.meta Renamed UniQuake files and functions to have consistent casing 5 years ago
VisualStyle.cs Simplified call to create world material, which is just one method now that takes surface flags. The implementation will figure out which template material to use. 5 years ago
VisualStyle.cs.meta Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago